#include "mainscene.h"
#include"config.h"
#include<QPainter>
#include<QMouseEvent>
#include<ctime>
MainScene::MainScene(QWidget *parent)
    : QWidget(parent)
{
    initScene();
    playGame();
}

MainScene::~MainScene()
{

}


void MainScene::initScene()
{
    setFixedSize(GAME_WIDTH,GAME_HEIGHT);
    setWindowTitle(GAME_TITLE);
    m_Timer.setInterval(GAME_RATE);

    m_recorder=0;
    srand((unsigned int)time(NULL));
}
void MainScene::playGame()
{
    m_Timer.start();
   connect(&m_Timer,&QTimer::timeout,[=](){


       enemyToScene();
        updatePosition();
        update();

        collisionDetection();
    });
}
void MainScene::updatePosition()
{
    m_map.mapPosition();

    m_hero.shoot();

    for(int i=0;i<BULLET_NUM;i++){
        if(m_hero.m_bullets[i].m_Free==false){
            m_hero.m_bullets[i].updatePosition();
        }
    }


    for(int i=0;i<ENEMY_NUM;i++)
    {
        if(m_enemys[i].m_Free==false)
        {
            m_enemys[i].updatePosition();
        }
    }
    for(int i=0;i<BOMB_NUM;i++)
    {
        if(m_bombs[i].m_Free==false)
        {
            m_bombs[i].updateInfo();
        }
    }

   // temp_bullet.m_Free=false;
   // temp_bullet.updatePosition();
}
void MainScene::paintEvent(QPaintEvent *)
{
    QPainter painter(this);

    painter.drawPixmap(0,m_map.m_map1_posY,m_map.m_map1);
    painter.drawPixmap(0,m_map.m_map2_posY,m_map.m_map2);

    painter.drawPixmap(m_hero.m_X,m_hero.m_Y,m_hero.m_Plane);

    for(int i=0;i<BULLET_NUM;i++){
        if(m_hero.m_bullets[i].m_Free==false){
        painter.drawPixmap(m_hero.m_bullets[i].m_X,m_hero.m_bullets[i].m_Y,m_hero.m_bullets[i].m_bullet);
        }
    }

    for(int i=0;i<ENEMY_NUM;i++)
    {
        if(m_enemys[i].m_Free==false)
        {
            painter.drawPixmap(m_enemys[i].m_X,m_enemys[i].m_Y,m_enemys[i].m_enemy);
        }
    }
    for(int i=0;i<BOMB_NUM;i++)
    {
        if(m_bombs[i].m_Free==false)
        {
            painter.drawPixmap(m_bombs[i].m_X,m_bombs[i].m_Y,m_bombs[i].m_pixArr[m_bombs[i].m_index]);
        }
    }


    //painter.drawPixmap(temp_bullet.m_X,temp_bullet.m_Y,temp_bullet.m_bullet);

}
void MainScene::mouseMoveEvent(QMouseEvent * event)
{
    int x=event->x()-m_hero.m_Rect.width()*0.5;
    int y=event->y()-m_hero.m_Rect.height()*0.5;
    if(x<=0){
        x=0;
    }
    if(x>=GAME_WIDTH-m_hero.m_Rect.width()){
        x=GAME_WIDTH-m_hero.m_Rect.width();
    }
    if(y<=0){
        y=0;
    }
    if(y>=GAME_HEIGHT-m_hero.m_Rect.height())
    {
        y=GAME_HEIGHT-m_hero.m_Rect.height();
    }

    m_hero.setPosition(x,y);
}
void MainScene::enemyToScene()
{
    m_recorder++;
    if(m_recorder<ENEMY_INTERVAL)
    {
        return;
    }
    m_recorder=0;
    for(int i=0;i<ENEMY_NUM;i++){
        if(m_enemys[i].m_Free)
        {
            m_enemys[i].m_Free=false;

            m_enemys[i].m_X=rand()%(GAME_WIDTH-m_enemys[i].m_Rect.width());
            m_enemys[i].m_Y=-m_enemys[i].m_Rect.height();
            break;
        }
    }
}
void MainScene::collisionDetection()
{
    for(int i=0;i<ENEMY_NUM;i++)
    {
        if(m_enemys[i].m_Free){
            continue;
        }
        for(int j=0;j<BULLET_NUM;j++)
        {
            if(m_hero.m_bullets[j].m_Free)
            {
                continue;
            }
            if(m_enemys[i].m_Rect.intersects(m_hero.m_bullets[j].m_Rect))
            {
                m_enemys[i].m_Free=true;
                m_hero.m_bullets[j].m_Free=true;
                for(int k=0;k<BOMB_NUM;k++)
                {
                    if(m_bombs[k].m_Free)
                    {
                        m_bombs[k].m_Free=false;
                        m_bombs[k].m_X=m_enemys[i].m_X;
                        m_bombs[k].m_Y=m_enemys[i].m_Y;
                        break;
                    }
                }
            }
        }
    }
}
